PC V3.0 Dead Hot Summer Dev Diary

I think you'll also find that even with an LCB you can't pick up workbenches.
I definitely can't pick up workbenches I didn't place, which I expected, but I haven't tried with the ones I placed yet.

ETA: Just tried with a forge I placed. Even with a LCB you cannot pick up user placed workstations in the traders. I would consider this a bug....or is this considered a feature?
 
I definitely can't pick up workbenches I didn't place, which I expected, but I haven't tried with the ones I placed yet.

ETA: Just tried with a forge I placed. Even with a LCB you cannot pick up user placed workstations in the traders. I would consider this a bug....or is this considered a feature?

Yes, I should have specified user placed workstations. I also would think it's a bug, but I don't know that for a fact.
 
Did preview maps to fly the entire set, parts and tiles. Really impressed with this update. Did/do these for a few reasons. Love to see the updates and this is how I do it as a map maker for sure, but also, I tested and Im able to run all my custom maps from V1 forward without many missing POIs. Teragon now has a feature that will allow you to repopulate tiles as well.

I think I read there are new tiles, and I think I even saw them, but they are incorporated into collection naming collection, which is a great way to group POIs. Does anyone know off hand the name of the new tiles? I can table and compare to find, makes customizing what goes where easier in making maps.

While I do realize this is still exp, this is a Huge improvement over previous updates this big, with maps and custom POIs coming over without weeks of updates and changes. This POI overhaul moves the overall look up several notches. Well done!







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Best indicator would be to play at 250% in 3.0 to compare that with 250% in 2.6 rather than increasing the damage and going by expectations of how little or much it ought to be. There are also two settings that can (I believe) stack with each other: Damage in to Player and Damage output by Zombies. Make sure you have one of those set to default while the other is at 250% and see if that seems about the same as you remember from 2.6
Check Dark Sun's comment below yours. It seems like a bug with the "Headshot Multiplier" setting. Zombies are able to headshot you when that's on as well, it seems.

Here's a six-second video on youtube showing it in action. Notice my health. I take 11 damage from the vulture first (134 health to 123 health), then you hear a sound like a 'crit' (or like a sword hitting straw or something - I was wearing primitive armor) sound, or something, and I take 22 damage (from 123 health to 101 health).


I already posted a bug report.
 
I wonder if this is contributing to less destroy area mode. I've heard a lot of that on the wind lately, and the zeds did indeed do far less damage than I had expected on my last horde night down at bedrock...
It was. These will be in a build next week.

Fixed animal and zombie falling was not causing damage or stumble or ragdoll and less destroy area.
Increased animal and zombie falling damage when in ragdoll.
 
Probably because he's playing a solo "MP" game I guess.
In case you want to invite someone later I think... :unsure:
Well, technically, "solo" games are still MP regardless whether they're made public. It's a MP game. Your computer is just acting as the server. Nothing like logging on, thinking "where's my base icon" only to discover the land claim block has "decayed" for some reason you don't know.

I guess a better question would be, what purpose does it serve in multiplayer?
 
I guess a better question would be, what purpose does it serve in multiplayer?
The fast decay is probably a bug, but the purpose of decay is mainly for servers. Players often join and never return or play a while and never return. The decay breaks the LCB after a period of time so others can place LCB there without finding and breaking it (some people bury the LCB and finding it can be a chore). For most P2P and all SP, it's not needed, but since SP and P2P and server are all the same game, it works on all. There should be (I believe) a setting that determines how long it takes to decay. Either that got messed up on the server they were on, or it's a bug.
 
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